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11 réponses à ce sujet

#1
El Condoro

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I have an interior area using the caves tileset that allows the player map (M) to show all of the map even though there are many closed doors between the players and each room being displayed. There is one tile that is hidden - it has 3 doors and a wall but I can't figure out why that one is hidden and the others aren't. I am not sure why the area is visible - I thought closed doors hid the area until they were opened and a clear path existed for the player. Any ideas?

#2
_Knightmare_

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Rooms will also always so up if they share a common wall with another room, no matter if they are doored off or not. The one that does not show up on the map, is it "stand alone" and not sharing a wall between itself and another room?

#3
M. Rieder

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If you need to hide an area which is continuous with the rest of your interior area, you might want to look at the placeable called "ceiling", or something similar to that. As I recall, it is just a black flat piece that you can place over the room you want to hide. I haven't tried this, but maybe you could script it to disappear when you enter the room to "unhide" the room. Again, I've never tried this and I don't know if this will work.



I also have been frustrated that the entire area is visible from the start.

#4
El Condoro

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@_KM_: You're right; the walls are adjacent in all cases but the one that doesn't show. I'll try to redesign the area and try again. Thanks.



@MR: I'll give the redesign a go first. Thanks for the tip.

#5
rjshae

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Doors with an open grating will not hide the areas beyond from the player map. You could try one of the solid doors and see if that fixes it.

#6
El Condoro

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There was only one door with a grate and that was not in an important location. Maybe they'll fix this in NWN3 and the fact that lights shine through walls. :) Just kidding - not starting a NWN3 thread.

#7
rjshae

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DragonAge: Origins looks an awful lot like a NWN3, from a player's perspective. In there they appear to have the mapping and secret doors working properly. It's still not quite up to Oblivion in some respects though. No matter.

#8
Lance Botelle

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El Condoro wrote...

I have an interior area using the caves tileset that allows the player map (M) to show all of the map even though there are many closed doors between the players and each room being displayed. There is one tile that is hidden - it has 3 doors and a wall but I can't figure out why that one is hidden and the others aren't. I am not sure why the area is visible - I thought closed doors hid the area until they were opened and a clear path existed for the player. Any ideas?



Hi El Condoro,

Not sure if you are still looking for a solution, but I have made this hak for just such problems...

Map Fog of War

Lance.

#9
The Fred

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I think one, at least, of the doors actually lets line of sight through. So, closed-off areas behind it will still be visible. It might be worth checking to see if the situation stays the same with a different door (did you use the same door type for the area which is working?).

Lance, that Fog of War system looks great and I'm thinking of having a look at it myself for my own campaign; however, it would be nice to have something where closed-off interior areas stay hidden whilst still allowing other parts to show up normally.

#10
El Condoro

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Thanks, Lance. I'll give this a look soon. For the area with the original problem I redesigned it so walls did not touch - even when there seems to be a 10' thick wall like the 'corners' of the caves tileset! Cheers

#11
Clyordes

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Hi folks, I've recently been asking about the same problem. From what I can make out, no matter how long a corridor, or how many turns it has, unless there's a solid thing in the way, like a solid door (closed), it won't block line of sight in NWN2 (I'm sure NWN1 handled this better, but I may just have nostalgia clouding my memory).
Personally I like wandering monsters, so in my dungeons I've set up creatures with waypoints that they wander between (gelatinous cubes are a favourite), and they really screw up the map by opening the doors I've carefully placed to limit line of sight.
I've only just been recommended Lance's HAK, but it looks ideal as a solution - what's the chance it'll be included in the 'final' official patch? :-)

#12
Lance Botelle

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The Fred wrote...

<SNIP>Lance, that Fog of War system looks great and I'm thinking of having a look at it myself for my own campaign; however, it would be nice to have something where closed-off interior areas stay hidden whilst still allowing other parts to show up normally.


Hi The Fred,

Good to hear you are considering using it. The more, the better, in my opinion, as I do like adventures with FoW maps. Posted Image For individual closed off areas, I simply use a placeable ceiling. This way, I can even have that reveal as well if need be.

Lance.

El Condoro wrote...

Thanks, Lance. I'll give this a look soon. For the area with the original problem I redesigned it so walls did not touch - even when there seems to be a 10' thick wall like the 'corners' of the caves tileset! Cheers


It's still a good idea to design areas with at least one tile between them to prevent "seeing" into another section. The mapping system just helps with the overall issue.

Lance.

Clyordes wrote...

<SNIP>I've only just been recommended Lance's HAK, but it looks ideal as a solution - what's the chance it'll be included in the 'final' official patch? :-)


Are they still releasing a "final" patch? I'd given up on that months ago. Posted Image

Lance.